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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "AssetRegistry/AssetData.h"#include "AssetRegistry/AssetDataMap.h"#include "AssetRegistry/IAssetRegistry.h"#include "Containers/Array.h"#include "Containers/ArrayView.h"#include "Containers/ContainerAllocationPolicies.h"#include "Containers/Map.h"#include "Containers/Set.h"#include "Containers/StringFwd.h"#include "CoreTypes.h"#include "HAL/PlatformCrt.h"#include "Misc/AssetRegistryInterface.h"#include "Templates/UnrealTemplate.h"#include "UObject/NameTypes.h"#include "UObject/SoftObjectPath.h"#include "UObject/TopLevelAssetPath.h"Go to the source code of this file.
Classes | |
| struct | FAssetRegistrySerializationOptions |
| struct | FAssetRegistryLoadOptions |
| struct | FAssetRegistryPruneOptions |
| struct | FAssetRegistryAppendResult |
| class | FAssetRegistryState |
Namespaces | |
| namespace | UE |
| namespace | UE::AssetRegistry |
Macros | |
| #define | UE_ASSETREGISTRY_CACHEDASSETSBYTAG WITH_EDITORONLY_DATA |
| #define UE_ASSETREGISTRY_CACHEDASSETSBYTAG WITH_EDITORONLY_DATA |
UE_ASSETREGISTRY_CACHEDASSETSBYTAG: If non-zero, the CachedAssetsByTag field is defined and used. If zero, CachedClassesByTag is defined and used. Both of these are used only in queries for assets by tag.
If CachedAssetsByTag is defined, the queries are as fast as possible, but a large amount of memory is used. If not, then the queries are instead executed using a three step process: CachedClassesByTag to find all classes with the tag, CachedAssetsByClass to find all assets in those classes, and then a filtering step on the resulting list of assets.
The amount of memory used for each: CachedAssetsByTag: (number of assets) *(average number of tags per asset)*sizeof(Pointer) CachedClassesByTag: (number of classes)*(average number of tags per class)*sizeof(FTopLevelAssetPath) CachedClassesByTag is much smaller because number of classes is smaller than number of assets.